Next up
Devlog 9: Level Design
Started trying to learn better level design, the maps aren't as ugly to look at anymore now.
35: Tested making a physical HUD, all I had to do was put a Widget in a spring arm and put it slightly in front of the camera.
33: The return of the Martyr pistol, added weapon switching(Z), added aiming and a rangefinder(RMB), changed the 'sword' keybind to (F) and the 'dodge' keybind to (ALT).
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @Lightson-Hero ![]()
to open today's slot on the calendar.
31: Enemy counter and different animations depending on what state you're in.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @XHeheX ![]()
to open today's slot on the calendar.
34: New VFX, some model changes, a new enemy, gibs, new sword effects, finally got a radar working. Working on better level design, and now I need to improve performance, again... Oh and a cutscene camera for melee crits, melee is the only way to heal.














0 comments